ggn Posted March 23, 2017 Share Posted March 23, 2017 GGN - that's just showing off and I honestly can't get my head around it yet, but will download the project and have a butchers hook. I went off on another tack last night and thought about doing as everyone said and using a background image and then having items that require interaction being an separate image. I fell flat on my face at the first hurdle however. I lashed up an image in paint that is 320*240 @ 4bpp but I clearly am still not understanding the rapinit.s format becasue the image does not fit/fill the display. ; Backdrop Object <snip snip> Any idea why that is incorrect ? Showing off? Naaah I didn't mean to . Also, if in doubt then have a look at how I defined the object for my map. So If i understand GGN's code correctly then the maps data is the start position of each graphic in the tiles bitmap. And then he's grabing each byte from that start position and pokeing it onto the blank screen placeholder ? And i would gues you could do build a collison map at the same time which would be used for checking current player position against ? My head hurts One thing at a time! So yes, each tile is stored as a byte in an array. This can be your master reference for everything - which tiles to draw on screen, where your sprite is inside the map, collisions (you probably don't need pixel perfect stuff so you can check the map as well). 1 Quote Link to comment Share on other sites More sharing options...
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